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GDI Riflesquad DigIn


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#1 Hideyasu

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Posted 09 September 2015 - 12:40 PM

Good Morning

 

Need help with an option I want to activate, As individual goes digging , but why can not I select this option when multiple dig activate

 

Pls help

 

Gruß :)

 

unbenanntf4s7o.png

 

unbenannt12isjc.png



#2 Martinoz

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Posted 09 September 2015 - 01:02 PM

Cause you need to select a location...


7fqd2Qz.png


#3 Hideyasu

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Posted 09 September 2015 - 01:49 PM

how do I do that?

 

strange is that there are DigIn and DigInTrigger



#4 Hideyasu

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Posted 09 September 2015 - 04:54 PM

<?xml version="1.0" encoding="utf-8"?>
<AssetDeclaration xmlns="uri:ea.com:eala:asset" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude">
<!-- Infanterietrupp -->
	<Tags></Tags>
	<Includes>
		<Include type="all" source="ART:SquadMarkGURif.w3x" />
		<Include type="all" source="ART:FXRifle_FP.w3x" />
		<Include type="instance" source="DATA:BaseObjects/BaseSquad.xml" />
	</Includes>
	<GameObject
		id="GDIRifleSoldierSquad"
		inheritFrom="BaseSquad"
		SelectPortrait="Portrait_GDIRiflemanSquad"
		ButtonImage="Portrait_GDIRiflemanSquad"
		Side="GDI"
		EditorSorting="UNIT"
		TransportSlotCount="1"
		BuildCost="300"
		BuildTime="3"
		CommandSet="GDIRifleSoldierSquadCommandSet"
		CommandPoints="100"
		KindOf="SELECTABLE CAN_ATTACK ATTACK_NEEDS_LINE_OF_SIGHT INFANTRY HORDE ARMY_SUMMARY LARGE_RECTANGLE_PATHFIND PATH_THROUGH_INFANTRY CAN_CAPTURE CAN_BE_FAVORITE_UNIT SCORE"
		RadarPriority="UNIT"
		IsTrainable="true"
		FormationWidth="2"
		FormationDepth="1"
		ThreatLevel="10"
		ProductionQueueType="INFANTRY"
		UnitCategory="INFANTRY"
		WeaponCategory="GUN"
		EditorName="GDIRifleSoldierSquad"
		Description="Desc:GDIRiflemanSquad"
		TypeDescription="Type:GDIRiflemanSquad"
		UnitTypeIcon="RiflemenIcon">
		<DisplayName
			xai:joinAction="Replace" xmlns:xai="uri:ea.com:eala:asset:instance">Name:GDIRiflemanSquad</DisplayName>
		<DisplayUpgrade>Upgrade_GDICompositeArmor</DisplayUpgrade>
		<ArmorSet
			Armor="NoArmor" />
		<LocomotorSet
			Locomotor="NormalRangedSquadLocomotor"
			Condition="NORMAL"
			Speed="60" />
		<SkirmishAIInformation
			UnitBuilderStandardCombatUnit="true" />
		<Draws>
			<ScriptedModelDraw
				id="ModuleTag_Draw"
				OkToChangeModelColor="true"
				DependencySharedModelFlags="EMOTION_TAUNTING EMOTION_ALERT EMOTION_MORALE_HIGH EMOTION_MORALE_LOW EMOTION_AFRAID EMOTION_COWER SELECTED  EMOTION_TERROR EMOTION_LOOK_TO_SKY">
				<ModelConditionState
					ParseCondStateType="PARSE_DEFAULT">
					<Model
						Name="" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="FORMATION_PREVIEW">
					<Model
						Name="FXRifle_FP" />
				</ModelConditionState>
				<ModelConditionState
					ParseCondStateType="PARSE_NORMAL"
					ConditionsYes="WORLD_BUILDER">
					<Model
						Name="SquadMarkGURif" />
				</ModelConditionState>
			</ScriptedModelDraw>
		</Draws>
		<Behaviors>
			<WeaponSetUpdate
				id="ModuleTag_WeaponSetUpdate">
				<WeaponSlotHardpoint
					ID="1"
					AllowInterleavedFiring="false"
					InterleavedStyle="INTERLEAVE_FIRST_AVAILABLE"
					WeaponChoiceCriteria="PREFER_MOST_DAMAGE">
					<Weapon
						Ordering="PRIMARY_WEAPON"
						Template="GDIRifleSquadGunRangefinder" />
				</WeaponSlotHardpoint>
			</WeaponSetUpdate>
			<StealthDetectorUpdate
				id="ModuleTag_StealthDetect"
				DetectionRange="100.0" />
			<Physics
				id="ModuleTag_Physics">
			</Physics>
			<HordeContain
				id="ModuleTag_HordeContain"
				FrontAngle="4.7123"
				FlankedDelaySeconds="2.0"
				ShowPips="false"
				Formation="MAIN"
				MeleeAttackLeashDistance="1"
				Slots="6"
				ObjectStatusOfContained=""
				ConditionForEntry="INVALID">
				<PassengerFilter
					Rule="NONE"
					Include="INFANTRY" />
				<DieMuxData />
				<InitialPayload
					Name="GDIRifleSoldier"
					Count="6" />
				<MeleeBehavior
					Type="AMOEBA" />
				<RandomOffset
					x="0"
					y="0" />
				<RankInfo
					RankID="1"
					UnitType="GDIRifleSoldier">
					<Position
						X="0"
						Y="10" />
					<Position
						X="10"
						Y="0" />
					<Position
						X="10"
						Y="-10" />
				</RankInfo>
				<RankInfo
					RankID="2"
					UnitType="GDIRifleSoldier">
					<Position
						X="-10"
						Y="-10" />
					<Position
						X="-10"
						Y="0" />
					<Position
						X="0"
						Y="-20" />
				</RankInfo>
				<RankToReleaseWhenAttacking>1</RankToReleaseWhenAttacking>
				<RankToReleaseWhenAttacking>2</RankToReleaseWhenAttacking>
			</HordeContain>
			<OCLSpecialPower
				id="SpecialPower_DigInTrigger"
				SpecialPowerTemplate="SpecialPowerInfantryDigInTrigger"
				UpdateModuleStartsAttack="true"
				OCL="OCL_GDIInfantryDigInTrigger"
				CreateLocation="CREATE_AT_LOCATION"
				RegisterObjectsWithSpecialAbilityUpdate="true" />
			<SpecialAbilityUpdate
				id="SpecialPower_DigInTriggerUpdate"
				SpecialPowerTemplate="SpecialPowerInfantryDigInTrigger"
				PreparationTime="5s"
				Options="CHECK_CHAINED_COMMAND SHOW_PREPARATION_PROGRESS DESTROY_OCL_REGISTERED_OBJECTS_ON_EXIT"
				StartAbilityRange="15"
				UnpackingVariation="1"
				ChainedButton="Command_GDIDigIn" />
			<CreateAndEnterObjectSpecialPower
				id="ModuleTag_InfantryDigIn"
				SpecialPowerTemplate="SpecialPowerInfantryDigIn"
				OCL="OCL_GDIInfantryDigIn"
				CreateLocation="CREATE_AT_LOCATION" />
			<AISpecialPowerUpdate
				id="ModuleTag_InfantryDigInAI"
				CommandButtonName="Command_GDIDigInTrigger"
				SpecialPowerAIType="SPECIAL_POWER_BASIC_SELF_BUFF" />
			<ModelConditionUpgrade
				id="ModuleTag_ArmorCompositeModelCondition"
				Permanent="true"
				AddConditionFlags="UPGRADED_ARMOR">
				<TriggeredBy>Upgrade_GDICompositeArmor</TriggeredBy>
			</ModelConditionUpgrade>
			<ProductionUpdate
				id="ModuleTag_ProductionUpdate"
				GiveNoXP="true" />
			<xi:include href="DATA:Includes/GDICompositeArmorUpgradeModelCondition.xml" />
			<xi:include href="DATA:Includes/GDICallForTransport.xml" />
			<xi:include href="DATA:Includes/GDICallForTransportAI.xml" />
			<xi:include href="DATA:Includes/CaptureBehavior.xml" xpointer="xmlns(n=uri:ea.com:eala:asset) xpointer(/n:Behaviors/child::*)" />
		</Behaviors>
		<AI>
			<HordeAIUpdate
				id="ModuleTag_HordeAIUpdate"
				AutoAcquireEnemiesWhenIdle="YES ATTACK_BUILDINGS"
				MinCowerTime="3s"
				MaxCowerTime="5s"
				CanAttackWhileContained="true">
				<UnitAITargetChooserData
					SympathyRange="100.0" />
			</HordeAIUpdate>
		</AI>
		<Body>
			<ImmortalBody
				id="ModuleTag_ImmortalBody"
				MaxHealth="1.0" />
		</Body>
		<Geometry
			IsSmall="false">
			<Shape
				Type="BOX"
				MajorRadius="20.0"
				MinorRadius="25.0"
				Height="13.0">
			</Shape>
		</Geometry>
		<VisionInfo
			VisionRange="350"
			ShroudClearingRange="500" />
	</GameObject>
</AssetDeclaration>
			<SpecialPowerButton
				Id="Command_GDIDigInTrigger">
				<State
					Image="Button_AbilityDigIn"
					Title="NAME:AbilityDigIn"
					Description="DESC:AbilityDigIn"/>
			</SpecialPowerButton>
	<SpecialPowerTemplate
		id="SpecialPowerInfantryDigInTrigger"
		TargetType="NONE"
		ReloadTime="10s"
		Money="-100"
		RadiusCursorRadius="30"
		ForbiddenObjectRange="32"
		Flags="NOT_CLIFF_CELL PATHABLE_ONLY NO_FORBIDDEN_OBJECTS DISABLE_FOR_MULTIPLE_SELECTION USE_CHAINED_COMMAND_MONEY"
		NameOfVoiceNameToUseAsInitiateIntendToDoVoice="InitiateMoveToPositionAndEvacuate">
		<ForbiddenObjectFilter
			Rule="ANY"
			Include="STRUCTURE TIBERIUM">
			<IncludeThing>GDIDigInBuildingPlaceholder</IncludeThing>
		</ForbiddenObjectFilter>
	</SpecialPowerTemplate>

	<SpecialPowerTemplate
		id="SpecialPowerInfantryDigIn"
		TargetType="LOCATION"
		ReloadTime="10s"
		Money="-100"/>
	<LogicCommandSet id="GDIRifleSoldierSquadCommandSet">
		<Cmd>Command_StanceDrillDown</Cmd>
		<Cmd>Command_GDICallForTransportInfantry</Cmd>
		<Cmd>Command_GDIDigInTrigger</Cmd>

		<Cmd>Command_AttackMove</Cmd>
	</LogicCommandSet>
	<LogicCommandSet id="GDIRifleSoldierSquadCommandSet_Capture">
		<Cmd>Command_StanceDrillDown</Cmd>
		<Cmd>Command_GDICallForTransportInfantry</Cmd>
		<Cmd>Command_GDIDigInTrigger</Cmd>

		<Cmd>Command_AttackMove</Cmd>
	</LogicCommandSet>

where I had to change it?



#5 Madin

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Posted 09 September 2015 - 08:53 PM

"DISABLE_FOR_MULTIPLE_SELECTION" is in the special power template flags.

:closedeyes:



#6 Hideyasu

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Posted 10 September 2015 - 10:54 AM

Thank You :)

 

it is enable


Edited by Hideyasu, 10 September 2015 - 10:55 AM.





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